Laranzuh - A Cinematic Adventure Gamehttp://www.laranzuh.com
A Cinematic Adventure GameTue, 11 Apr 2017 12:37:19 +0000en-UShourly1http://wordpress.org/?v=4.3.11Laranzuhhttps://feedburner.google.comHappy New Year Everyone!http://feedproxy.google.com/~r/Laranzuh/~3/lZ6dvTXyAq0/
http://www.laranzuh.com/news-archive/happy-new-year-everyone/#commentsFri, 30 Dec 2016 23:32:50 +0000http://www.laranzuh.com/?p=5337Even though time passes by quickly, Batu does not loose a bit of his passion for Laranzuh.

To tell the truth I could not see what Batu saw 7 years ago. From a software developer’s point of view, Larunzuh was just another application to code back then. Now I can see that Batu started out to create a new “adventure game” sub-category.

We went through a period of inexpertness and ambition. Life first confronted us both with the wrong people. Besides, this game is more to handle than expected, and actually now we know that there is a reason for this game not to have finished earlier.

Now we have a more powerful synergy…

We rolled up our sleeves to finish Laranzuh this year.

I can’t wait to play Laranzuh by turning off the lights and enjoy it with a surround sound system and 4K resolution.

Serdar Büyüktemiz
Programmer

]]>http://www.laranzuh.com/news-archive/happy-new-year-everyone/feed/0http://www.laranzuh.com/news-archive/happy-new-year-everyone/Sound effects have been recordedhttp://feedproxy.google.com/~r/Laranzuh/~3/wwYv7xxUhKM/
http://www.laranzuh.com/news-archive/sound-effects-have-been-recorded/#commentsFri, 22 Jan 2016 12:39:01 +0000http://www.laranzuh.com/?p=1343Over 800 sound effects, including Foley have been recorded in the past 6 months. The reason it took this long was that besides recording, a recording studio had to be built, and unfortunately, I experienced a minor physical health problem, which delayed this process about a month. Now I started with sound editing and design. More updates to come soon… ]]>http://www.laranzuh.com/news-archive/sound-effects-have-been-recorded/feed/0http://www.laranzuh.com/news-archive/sound-effects-have-been-recorded/Changes in workflowhttp://feedproxy.google.com/~r/Laranzuh/~3/kJAkkqlk4IE/
http://www.laranzuh.com/news-archive/changes-in-workflow/#commentsSun, 05 Jul 2015 21:39:18 +0000http://www.laranzuh.com/?p=612Hi guys! Just wanted to let you know that I made some changes in the workflow of Laranzuh. I will start with sound effect recordings first, within a couple of days. Soundtrack of the game will follow. All post-production stuff, including programming, I will leave for the very last. That’s all… for now ]]>http://www.laranzuh.com/news-archive/changes-in-workflow/feed/0http://www.laranzuh.com/news-archive/changes-in-workflow/Leaving 2014 Behind…http://feedproxy.google.com/~r/Laranzuh/~3/jIozcQToWew/
http://www.laranzuh.com/news-archive/leaving-2014-behind/#commentsMon, 29 Dec 2014 01:49:45 +0000http://www.laranzuh.com/?p=608Due to some disagreements with Orbital Asylum for the past five months, we decided to part our ways with them. As for time being, I am working on HDR tone mapping, color correction, panorama stitching and programming with the support of freelance programmers for a some time now.

I would like to share a very exciting news with you. Up until now, there have been a lot of problems and setbacks, but I would have never thought that this would be a sign for a very good thing. Since I started making the game in 2009, rapid technological development made me take a step further from HD resolution, which was back then my highest goal. In short, Laranzuh’s native resolution is going to be 4K Ultra HD !

I know you deserve much more for all this wait, but unfortunately I can only share 3 early in-game footage with you for now.

Click here to download 3 early in-game footage in 4K resolution. To be able to see the actual footage resolution in fullscreen, a minimum 3840 x 2160 resolution monitor is needed. Click here to download low resolution footage.

]]>http://www.laranzuh.com/news-archive/leaving-2014-behind/feed/0http://www.laranzuh.com/news-archive/leaving-2014-behind/Programming has begun!http://feedproxy.google.com/~r/Laranzuh/~3/dZol2G8yb3A/
http://www.laranzuh.com/news-archive/programming-has-begun/#commentsThu, 26 Jun 2014 11:51:33 +0000http://www.laranzuh.com/?p=487After a series of productive meetings with the Orbital Asylum team under the leadership of Deniz Opal, programming on Laranzuh has begun.

There is more news to come and I will keep you updated more often, so stay tuned!

]]>http://www.laranzuh.com/news-archive/programming-has-begun/feed/0http://www.laranzuh.com/news-archive/programming-has-begun/And finally all shootings are done !http://feedproxy.google.com/~r/Laranzuh/~3/YejZh2Stm0o/
http://www.laranzuh.com/news-archive/and-finally-all-shootings-are-done/#commentsSat, 20 Jul 2013 23:42:28 +0000http://www.laranzuh.com/?p=398I know, all of you must be wondering about the progress of Laranzuh. The project has not been canceled, in fact it continues without disruption. After a course of 1.5 year script-writing and 2.5 year of shooting, I am very happy to let you know that, finally, all photo and video shootings of the game are done as of now, including inventory, photomontage, visual effects and in-game design shootings.

All photographs within the game, together with 360 degree panoramas were taken in HDR (High dynamic range), and the videos were shot in 1080p HD (Full HD). Stop-motion technique has been used for the animation scenes. All this raw data takes up a space of more than 1.5 TB.

Reasons for delays in process duration and not meeting the deadlines are, that I didn’t anticipate the time I would spend in regards to my meticulousness and perfectionism, my team being a small one and the collection and maintenance of music equipment. Good thing I didn’t anticipate all these, otherwise I wouldn’t have had the courage to begin this project.

]]>http://www.laranzuh.com/news-archive/and-finally-all-shootings-are-done/feed/0http://www.laranzuh.com/news-archive/and-finally-all-shootings-are-done/Shootings are about to be completed!http://feedproxy.google.com/~r/Laranzuh/~3/n23Jq-AC-xk/
http://www.laranzuh.com/news-archive/shootings-are-about-to-be-completed/#commentsMon, 21 Nov 2011 18:51:16 +0000http://www.laranzuh.com/?p=385It’s been almost a year again since I last wrote.. and.. miraculously we are about to finish shootings ! The adventures we lived through with the team during shooting kind of just fits an adventure game, I mean we experienced a period just suiting the genre of the game. I don’t want to get into details here, all I can say is that it can’t be told but experienced. For that reason we took a lot of “behind the scenes” pictures and are sharing a very little part of them with you. The rest will be presented together with the game.

In the meantime, of course, to get the sound and music of the game done the way I wanted it to be, I tried to get the needed equipment. Because most of these equipment are vintage, to find, test and repair them takes a lot of time. Fortunately most of this work is done.

I will write again when shootings are finally completed….

]]>http://www.laranzuh.com/news-archive/shootings-are-about-to-be-completed/feed/0http://www.laranzuh.com/news-archive/shootings-are-about-to-be-completed/Some news…http://feedproxy.google.com/~r/Laranzuh/~3/ecf-gYVBYp0/
http://www.laranzuh.com/news-archive/some-news/#commentsSat, 25 Dec 2010 19:21:50 +0000http://www.laranzuh.com/?p=287I just saw my post entry dated 25 December 2009. Now, exactly one year has passed and I would like to classify the developments so far.

Game Language: The game is primarily planned to be in my native language, Turkish. I made this decision because a lot of complicated texts would need to be translated into proper English before the production. Moreover, to do the live sound recordings with a non-English cast (some of whom don’t know English), would be a great problem. For now, there is no time, budget and assigned crew to solve these problems. But, every little bit will be meticulously translated to English (and most likely, to other languages by the publisher) with an in-game motivated way. I mean, you will choose your language within the game world using a kind of special glasses.

Game Engine: The most recent decision is using Unity (No, we’re still doing first-person panorama, not 3D). By using Unity, it’s possible to compile the game to Web, PC, Mac, iOS, Android, Xbox 360 and PS3. Doesn’t this sound great !

Scriptwriting: Well… I have been writing for over a year now and 95% of the script is finished. Right now, I am working on the final scene, do overall revisions and retouches, etc. Actually, I didn’t realize that the details and maintaining the whole quality would become such a real problem as the scriptwriting advanced. Also, all possible in-game action combinations, adding realism and these kind of things took a lot of time and effort.

Pre-Production: I have been collecting props, equipment, accessories, etc and exploring locations for the last year as the script progresses. The pre-production will end approximately in two months and the production will begin immediately after that.

Wish you all a Happy New Year filled with health, wealth, love, peace, music and adventure gaming!

]]>http://www.laranzuh.com/news-archive/some-news/feed/0http://www.laranzuh.com/news-archive/some-news/Analog Instruments and Equipmenthttp://feedproxy.google.com/~r/Laranzuh/~3/xU5XEB_q2eU/
http://www.laranzuh.com/news-archive/analog-instruments-and-equipments/#commentsWed, 17 Nov 2010 15:59:36 +0000http://www.laranzuh.com/?p=277While I am working on the final stages of the script, I’m collecting musical instruments and equipment as well and most of them are analog except the Benchmarks (DAC1 and ADC).

I prefer mostly analog because of its warm and lush sound. Sound effects and music will have both analog and digital characteristics, mixed in a way that consist of my own ideas, which are kept secret for now. This means, you can expect some original timbres. I have been organizing my written ideas of sound, and now, some recent experiments have just revealed that the ideas are getting close to become real. This should give a glimpse of what I’m talking about.

Your browser does not support the audio tag.

The soundtrack may be both on Audio CD (16 bit / 44.1 kHz) and DVD-Audio (24 bit / 192 kHz). The DVD-Audio will be the original master recording of the soundtrack.

Some of the master recordings will be made on a reel-to-reel tape recorder and then be transferred to digital for storage. So, the original analog master recording should be on a vinyl record to get the pure analog experience. Long Live Analog!

]]>http://www.laranzuh.com/news-archive/analog-instruments-and-equipments/feed/0http://www.laranzuh.com/news-archive/analog-instruments-and-equipments/Adventure Game Genrehttp://feedproxy.google.com/~r/Laranzuh/~3/gU_X57FeXD4/
http://www.laranzuh.com/news-archive/adventure-game-genre/#commentsMon, 25 Oct 2010 19:41:38 +0000http://www.laranzuh.com/?p=267I have been thinking about the future of Adventure Games for some time now. Will it die or merge with other genres? Why did it lose it’s power among other genres? What is happening to the Adventure Games? Where is it going to?

In my opinion, the answers are quite positive. Let me explain.

As I see it, the Adventure Games Genre doesn’t have much in common with today’s computer games. It is the most successful trial of the interactive movie concept. It’s an art form of its own. It has its own grammar and narration. It has distinctive characteristics. The most important one is that it has predetermined structure like movies. But, the other games have endless possibilities due to the development of artificial intelligence in digital technology. By predetermined structure I mean that the creator of the game is trying to put something “specific” in the creation, as in the arts.

Can you say that “Film” art will fade away and die because of technological development. If not, then the statements and fears about the death of the adventure game genre is definitely nonsense, unless your expectations are tend towards technology itself rather then the arts.